Give us better sounds - PLEASE !!

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^ That video shows just how important getting the correct samples is. I agree with you that PD does not seem to care that much with the sound/actually do not know what they're doing regarding the samples. Although I'd say that GT5's sound coding overall is one of the best, it's the lack of proper samples which ruins the whole experience.

Just to highlight how important the correct samples are, take a comparison between these two:
Skip to 0:30



Despite rFactor having much simpler coding (and missing separate intake/exhaust recordings), it still sounds quite convincing simply because the sample is accurate. The same with certain GT5 cars like the ones I've posted before.

And here, I'll blatantly show off one of my own mods, just to highlight how important the samples are again (even in a game with unrealistic sound coding)

 
Good reference with the Manthey Porsche in real and rFactor The real true driving simulator.
Still to me GT5 is the rFactor on consoles because of the content. But it fails in so many areas...i blame the console. Lets see what happens with GT6.
 
It is the effort to create well made car sounds that counts:

...

TDU 1 on PC got many good modders. To me PD does not care enough for the sound department. If this changes, we get improvements.

:drool: :boggled: :bowdown:

That is amazing, plus the rFactor clip (awesome sound and dramatic elevation changes), makes me wonder why GT5 can't achieve that.
 
I think the F40 in GT5 sounds pretty much same as the F40 in that video. Remember that you should always compare cars with stock exhaust and stock gear box with their real counterparts or other games.
F.e. the 458 italia is one of the best sounding cars I ever heared in a racing game.

Yes, sadly most samples are completly wrong and sound retarded (Enzo Ferrari, Mclaren MP4-12 -eventhough the sport exhaust sounds awesome- or Aventador), but PD got some of them right.
I think PD`s main priority for GT6 should not be to stretch the car list, but to improve what we already got.
 
Great example with the Porsche's there.

I think we can all agree that the GT5 sound engine is very good just that the samples and the handling of them is not the best. Like griffith said if PD just get the sample correct and the looping and pitching right we will have something that will be very good considering the sound engine an doppler in GT5 is very good.
 
Moontallico, would you be kind enough to share some videos of your mods?





Here's an example man.
Might sound a bit wierd at some parts due to the low fps.

As you could've guessed, my mods are rotary cars based :b
Also what I do so far is minor changes to car models, model conversions, sound editing and not much more. Besides these, what I have more unique is the Mazda Cosmo from a GTL mod with my own sounds and some physics tweaks, and a f1 with a quad rotor engine also with my own sounds.
 
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Thanks :)
I wonder that too..
But unfortunatly they don't seem to care much about the sounds ingame anyway...
I mean, they have a team on the sound department, but the only thing they seem to be doing is a revamp of the sounds they already have from older games...
 
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Also it would be nice if the USER BGM could read all the audio file types (I have songs GT5 can play because of this).
AND FOR THE LOVE OF GOD LET USER BGM WORK IN ONLINE LOBBIES AND RACES!!!!
 
V v G T v V, the USER BGM option is quite nice, but it would be better to have more freedom in some sections, like being able to have your own music in the Dealership for example.

Moontallico, about this theme...
I have faith in Masao Kimura, Daisuke Takeuchi and Youhei Shimizu. It's all that we can have I think. They are in the right way, but they need more space in the development team, more money and a clear reference of the sound.

I always said the same. Many people post videos of internal cameras in the cars during races, but that's the proper sound for a replay. We need to hear the same thing in a replay, not when we are racing with the cockpit view.

Now, in the other hand, I think and it's just my opinion, they have Kaz's experience driving real race cars.
If I'm not mistaken, he said some time ago about how the sound should came from the speakers because it's different what YOU hear than the CAMERAS capture.

Again, I don't know if that sentence came from a dream or not, I'm not really sure, but it's always a regular thought of mine.
When you are driving with a helmet, you hear slightly different things than the camera, and that should be reflected in the sound.
I know also that many other sims have the helmet cam, like in Project Cars or Shift 2, but I feel they just lower and stifle the volume and voila.

Anyone feeling the same?
 
To me the replays in GT5 are the best i know (visual and sound wise) from a racing game, they are really great work. Only things GT need are better samples from inside the car and outside of it.

Best example for "not caring enough" for the sounddepartment is the Aventador DLC car. Perfect from grafics side, total failure with the sounds. PD just modelled the car and did not even care to get soundsamples from the real Aventador, they simply took the V10 samples they use for all their modern lambos.
 
I hope the in cockpit engine note is louder. Even if that means it isn't as realistic, I want to be able to hear the engine when I drive in cockpit.
 
To me the replays in GT5 are the best i know (visual and sound wise) from a racing game, they are really great work. Only things GT need are better samples from inside the car and outside of it.

That´s what we are talking about here.

The replays are one of the best if not the best of the entire market. When cars are approaching and pass by in front of you, the feeling is incredible. I always look at the replays even if they are long. Is the thing that i enjoy more in the game.

But sadly not the engine sounds of the cars. That´s why we are all here.

I will be just fine if they keep the replays like that quality and just add realistic engine sounds as rFactor and Simbin games with proper gearbox sounds and intake too of course. And added to that the "engine-brake" into the physics of the car. One of the most important things that is missing in the simulation.
 
V v G T v V, the USER BGM option is quite nice, but it would be better to have more freedom in some sections, like being able to have your own music in the Dealership for example.

Moontallico, about this theme...
I have faith in Masao Kimura, Daisuke Takeuchi and Youhei Shimizu. It's all that we can have I think. They are in the right way, but they need more space in the development team, more money and a clear reference of the sound.

I always said the same. Many people post videos of internal cameras in the cars during races, but that's the proper sound for a replay. We need to hear the same thing in a replay, not when we are racing with the cockpit view.

Now, in the other hand, I think and it's just my opinion, they have Kaz's experience driving real race cars.
If I'm not mistaken, he said some time ago about how the sound should came from the speakers because it's different what YOU hear than the CAMERAS capture.

Again, I don't know if that sentence came from a dream or not, I'm not really sure, but it's always a regular thought of mine.
When you are driving with a helmet, you hear slightly different things than the camera, and that should be reflected in the sound.
I know also that many other sims have the helmet cam, like in Project Cars or Shift 2, but I feel they just lower and stifle the volume and voila.

Anyone feeling the same?

You just repeated what I said... You just made it longer that's all :lol:
 
Yes please! I would like better sound also and Kaz while you are at it make a racing game! That would be a game with race cars only and while you are doing that make all the tracks real!

Then you can make another game for people that want a mix of NFS, GTA and other games like them.
 
I was taking about free roam that people want! I also know what the game is, but they could just make a straight up racing game along side of GT.
 
That's great, but how long would that have taken him? How long would it take to do that for 1000+ cars? Yeh, PD have time to do some really well and there are some cars in GT5 that sound fine. I love the sound of the Mazda 787B, the sound of it idling is awesome.

It doesn't take long at all. I made sounds for my IndyCar beta on GTR2 in about 6 hours of actual work time using sound clips I found from an on board cam with Dan Wheldon.

PD really needs to step it up in the sound department, as well as other areas. There's no reason the car's shouldn't sound realistic with as much time as they put into other stuff that doesn't matter as much.

As well as upgrading the sounds they already feature, they need to add brake upgrade options with brake whine.
 
GT6 will be the first GT game i'll be waiting for reviews on, if the sound design isn't up to modern standards i won't even bother.

Agreed. Never thought I'd have to for a PD title, but now I must be a smarter gamer.

GT has to prove itself, just like it's 1998 all over again.
 
The problem is with the sheer volume of cars in game they are not going to be able to record sounds for them all, but the premium cars need to be recorded properly. PS2 sounds simply won't cut it for gt6 and you no Forza will continue to get better in the sound department.
 
I find it hard to believe that some people actually think GT5 sounds are "okay". Yes, they're that bad lol

Sure FM4's sounds are a bit exaggerated but they are sure as heck better than GT5's. If you think otherwise, I think you're just being a fanboy.
 
Sauber_C9
That's great, but how long would that have taken him? How long would it take to do that for 1000+ cars? Yeh, PD have time to do some really well and there are some cars in GT5 that sound fine. I love the sound of the Mazda 787B, the sound of it idling is awesome.

Easy, idling sounds are the most easy thing to do: just a loop sample... but the engine sound itself is FAAAARRR from the shear fury of the real car.
 
I did a little experiment with GTR2 yesterday, put 2 mods together, and it worked great... this old lady still have some panache!!!

F599xx + Lambo SV fantastic sound from Streetsim + some backfire and sputters.... it sounds very much like the real thing especially if you put some light reverberation on your sound card settings ("generic" sound effect on realtek HD manager)

yes I now, video for free on vimeo look like Sh-t...

https://vimeo.com/51268821

 
Look at the effort Turn 10 went to with their recording.



Look at how many mic's they have set up. When I saw PD recording car sounds, I only saw one mic. It's such a dumb was of doing things. There should be multiple mic's at multiple positions. PD does do a better job of making the sound change depending on what view you use, if look left or right, or back, the sound changes the way it should (something that most games don't do at all), but it's all wasted if they're not putting out good engine sounds.

The really weird thing is, they've nailed some cars. Listen to the LFA, it sounds amazing, best and most accurate sounding version of that car I've heard. Same with the Zonda C12 7.3, it sounds amazing. Why can't they do that with more cars?

Clearly they also copy and paste sounds as well. That's not cool. Nobody can tell me that they actually recorded the HSV 010, there's no way. You could put crazy filters and effects on the real HSV 010's engine sound and it still wouldn't sound like it does in gt5. They didn't even record the damn car. Such a shame because that car sounds amazing
 
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